A pasteable skeleton generated from the repository name. Check the project README for the exact package and arguments.
Star count
22 ★ · buildepicshit/Wick · read from the repository page · (checked 2026-10-16 20:00:20)
Source
collected from the punkpeye/awesome-mcp-servers list · type: MCP server
Harvest history
first seen 2026-10-09 · last seen 2026-10-16 · seen 32× · listed by 7 sources
Score
score 703 · 22 ★ · 7 sources · mcp
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We filed it under these tags: MCP 服务. The tags come from the entry itself, not a taxonomy we imposed.
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repository buildepicshit/Wick;first catalogued 2026-10-09;last seen 2026-10-16。There is no official certification or quality rating here — we record sources and dates only.
**Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.** --- What is Wick? When a Godot C# game crashes, your AI assistant sees a raw stack trace and spends 8+ turns asking you to open files. Wick captures that exception, enriches it with Roslyn-powered source context (the actual method body, caller chain, recent logs, scene state), and hands the full picture to the AI in one call. **One turn to diagnosis instead of ten.** What makes Wick different? Other Godot MCP servers (like the excellent GoPeak) focus on scene manipulation and GDScript tooling. Wick focuses on the C#/.NET developer experience: - **Roslyn-enriched exception telemetry** -- stderr-captured C# exceptions enriched with the calling method body, surrounding source lines, enclosing type, and caller chain. No other Godot MCP server does this. - **In-process exception capture** -- optional Wick.Runtime NuGet companion catches TaskScheduler.UnobservedTaskException and async exceptions that stderr can't see. - **Build diagnostics with source context** -- dotnet build errors enriched with Roslyn source context through the same pipeline as runtime exceptions. - **C# analysis tools** -- find symbol, find references, member signatures via Roslyn workspace. - **5-pillar tool group system** -- activate only what you need: core, runtime, csharp, build, scene. Getting Started Prerequisites - .NET 10 SDK (10.0.201 or later) - Godot 4.6.1+ with .NET/Mono support Installation Wick has two parts: a Godot-side bridge addon (/addons/wick/) and the .NET MCP server. **Godot bridge** — install via the Godot Asset Library in-editor (recommended), or copy /addons/wick/ into your project manually. **MCP server** — clone and build: MCP Configuration Add Wick to your AI coding assistant's MCP configuration: Tool Groups Activate tool pillars via WICK_GROUPS env var or --groups CLI flag: | Pillar | What it includes | Default | |---|---|---| | core | GDScript tools, scene parsing, GDScript LSP, introspection | Always on | | runtime | Exception pipeline, game launch/stop, log tail, runtime_diagnose | Opt-in | | csharp | Roslyn analysis, find symbol, find references, member signatures | Opt-in | | build | dotnet build/test/clean, NuGet management, build_diagnose | Opt-in | | scene | Scene create/modify via headless Godot dispatch | Opt-in | Example: WICK_GROUPS=core,runtime,csharp,build or --groups=all. Optional: Wick.Runtime Companion For in-process exception capture (async exceptions, TaskScheduler.UnobservedTaskException) and live scene-tree queries, add the Wick.Runtime NuGet companion to your Godot C# project: Wire both Install() and Tick() into your game's entry point — both are required: > **If your in-process bridge tools (runtime_query_scene_tree, etc.) hang forever, you forgot Tick().** Install() alone covers exception capture, but live RPC handlers need Tick() to drain the main-thread dispatcher. See docs/getting-started.md and the package README for the full story.